Bear with me, this one is a bit convoluted.
Problem - crushed gold ore signal sets depleted acid recipe in filtration plant. It should set "filter dirty water [gold ore icon]" .
I am feeding the resources stockpiled, divided by some constants, and more processing which isn't relevant, into the filtration plants to tell them which recipe they should use for reclaiming dirty water. This disposes of the large volume of waste while sending it to whatever is most lacking.
But 'need gold'->crushed gold signal is setting the 'wrong' recipe. This shuts down most of the plants as they are unable to take dirty water, leading to a plethora of problems in my base and additionally an even greater gold shortfall. Gold ore sets no signal. I don't know how the internal game logic decides how to set recipes based on ENTITY signals, but if it is at all possible, this should be overridden. I can't conceive of a good case for this recipe needing to be able to be set by signal - only very bad cases like sushi fluid systems.
Even "silver concentrate" sets an appropriate recipe, albeit one which doesn't have silver in the name.
Alternatively, does anyone have a functional workaround for this? (setting crushed stone, the primary output from the desired recipe, doesn't set the desired recipe)